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https://github.com/Card-Forge/forge.git
synced 2025-11-18 11:48:02 +00:00
Turn counting removed from GameState (cause phaseHandler already did it)
Inlined some static methods called from phaseHandler PhaseType: index is not a field, yet the order is set by a list initialized statically GetLabelForPhase - moved to VField from PhaseUtil Game has a method to determine the next player who takes turn/priority after the given one.
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@@ -28,13 +28,13 @@ import forge.CardLists;
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import forge.CardPredicates.Presets;
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import forge.Singletons;
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import forge.card.trigger.TriggerType;
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import forge.game.GameState;
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import forge.game.player.Player;
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import forge.game.zone.ZoneType;
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import forge.gui.match.CMatchUI;
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import forge.gui.match.controllers.CMessage;
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import forge.gui.match.nonsingleton.VField.PhaseLabel;
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/**
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* <p>
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* PhaseUtil class.
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@@ -64,7 +64,8 @@ public class PhaseUtil {
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return true;
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}
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if (Singletons.getModel().getGame().isCardInPlay("Sands of Time") || Singletons.getModel().getGame().isCardInPlay("Stasis")) {
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if (Singletons.getModel().getGame().isCardInPlay("Sands of Time")
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|| Singletons.getModel().getGame().isCardInPlay("Stasis")) {
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return true;
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}
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@@ -81,18 +82,18 @@ public class PhaseUtil {
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* handleUntap.
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* </p>
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*/
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public static void handleUntap() {
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final PhaseHandler ph = Singletons.getModel().getGame().getPhaseHandler();
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public static void handleUntap(GameState game) {
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final PhaseHandler ph = game.getPhaseHandler();
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final Player turn = ph.getPlayerTurn();
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Singletons.getModel().getGame().notifyNextTurn();
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CMessage.SINGLETON_INSTANCE.updateGameInfo(Singletons.getModel().getMatch());
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Singletons.getModel().getGame().getCombat().reset();
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Singletons.getModel().getGame().getCombat().setAttackingPlayer(turn);
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Singletons.getModel().getGame().getCombat().setDefendingPlayer(turn.getOpponent());
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game.getCombat().reset();
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game.getCombat().setAttackingPlayer(turn);
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game.getCombat().setDefendingPlayer(turn.getOpponent());
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// Tokens starting game in play now actually suffer from Sum. Sickness again
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// Tokens starting game in play now actually suffer from Sum. Sickness
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// again
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final List<Card> list = turn.getCardsIncludePhasingIn(ZoneType.Battlefield);
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for (final Card c : list) {
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if (turn.getTurn() > 0 || !c.isStartsGameInPlay()) {
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@@ -101,7 +102,7 @@ public class PhaseUtil {
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}
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turn.incrementTurn();
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Singletons.getModel().getGame().getAction().resetActivationsPerTurn();
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game.getAction().resetActivationsPerTurn();
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final List<Card> lands = CardLists.filter(turn.getLandsInPlay(), Presets.UNTAPPED);
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turn.setNumPowerSurgeLands(lands.size());
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@@ -110,39 +111,17 @@ public class PhaseUtil {
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// phase is skipped
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if (PhaseUtil.skipUntap(turn)) {
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Singletons.getModel().getGame().getPhaseHandler().setNeedToNextPhase(true);
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game.getPhaseHandler().setNeedToNextPhase(true);
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return;
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}
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Singletons.getModel().getGame().getUntap().executeUntil(turn);
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Singletons.getModel().getGame().getUntap().executeAt();
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game.getUntap().executeUntil(turn);
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game.getUntap().executeAt();
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// otherwise land seems to stay tapped when it is really untapped
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//AllZone.getHumanPlayer().getZone(ZoneType.Battlefield).updateObservers();
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// AllZone.getHumanPlayer().getZone(ZoneType.Battlefield).updateObservers();
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Singletons.getModel().getGame().getPhaseHandler().setNeedToNextPhase(true);
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}
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// ******* UPKEEP PHASE *****
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/**
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* <p>
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* handleUpkeep.
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* </p>
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*/
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public static void handleUpkeep() {
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final Player turn = Singletons.getModel().getGame().getPhaseHandler().getPlayerTurn();
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if (PhaseUtil.skipUpkeep()) {
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// Slowtrips all say "on the next turn's upkeep" if there is no
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// upkeep next turn, the trigger will never occur.
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turn.clearSlowtripList();
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turn.getOpponent().clearSlowtripList();
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Singletons.getModel().getGame().getPhaseHandler().setNeedToNextPhase(true);
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return;
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}
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Singletons.getModel().getGame().getUpkeep().executeUntil(turn);
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Singletons.getModel().getGame().getUpkeep().executeAt();
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game.getPhaseHandler().setNeedToNextPhase(true);
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}
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/**
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@@ -166,23 +145,6 @@ public class PhaseUtil {
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return false;
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}
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// ******* DRAW PHASE *****
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/**
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* <p>
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* handleDraw.
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* </p>
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*/
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public static void handleDraw() {
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final Player playerTurn = Singletons.getModel().getGame().getPhaseHandler().getPlayerTurn();
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if (PhaseUtil.skipDraw(playerTurn)) {
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Singletons.getModel().getGame().getPhaseHandler().setNeedToNextPhase(true);
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return;
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}
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playerTurn.drawCards(1, true);
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}
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/**
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* <p>
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* skipDraw.
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@@ -192,11 +154,7 @@ public class PhaseUtil {
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* a {@link forge.game.player.Player} object.
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* @return a boolean.
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*/
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private static boolean skipDraw(final Player player) {
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// starting player skips his draw
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if (Singletons.getModel().getGame().getPhaseHandler().getTurn() == 1) {
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return true;
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}
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public static boolean skipDraw(final Player player) {
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if (player.hasKeyword("Skip your next draw step.")) {
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player.removeKeyword("Skip your next draw step.");
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@@ -212,15 +170,6 @@ public class PhaseUtil {
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// ********* Declare Attackers ***********
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/**
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* <p>
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* verifyCombat.
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* </p>
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*/
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public static void verifyCombat() {
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Singletons.getModel().getGame().getCombat().verifyCreaturesInPlay();
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}
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/**
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* <p>
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* handleCombatBegin.
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@@ -259,7 +208,7 @@ public class PhaseUtil {
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* a {@link forge.game.player.Player} object.
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* @return a boolean.
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*/
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private static boolean skipCombat(final Player player) {
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public static boolean skipCombat(final Player player) {
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if (player.hasKeyword("Skip your next combat phase.")) {
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return true;
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@@ -285,9 +234,10 @@ public class PhaseUtil {
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* </p>
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*/
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public static void handleDeclareAttackers() {
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PhaseUtil.verifyCombat();
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Singletons.getModel().getGame().getCombat().verifyCreaturesInPlay();
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// Handles removing cards like Mogg Flunkies from combat if group attack didn't occur
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// Handles removing cards like Mogg Flunkies from combat if group attack
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// didn't occur
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final List<Card> filterList = Singletons.getModel().getGame().getCombat().getAttackerList();
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for (Card c : filterList) {
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if (c.hasKeyword("CARDNAME can't attack or block alone.") && c.isAttacking()) {
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@@ -351,26 +301,29 @@ public class PhaseUtil {
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* <p>
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* handleDeclareBlockers.
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* </p>
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*
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* @param game
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*/
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public static void handleDeclareBlockers() {
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PhaseUtil.verifyCombat();
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public static void handleDeclareBlockers(GameState game) {
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game.getCombat().verifyCreaturesInPlay();
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// Handles removing cards like Mogg Flunkies from combat if group block didn't occur
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final List<Card> filterList = Singletons.getModel().getGame().getCombat().getAllBlockers();
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// Handles removing cards like Mogg Flunkies from combat if group block
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// didn't occur
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final List<Card> filterList = game.getCombat().getAllBlockers();
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for (Card c : filterList) {
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if (c.hasKeyword("CARDNAME can't attack or block alone.") && c.isBlocking()) {
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if (Singletons.getModel().getGame().getCombat().getAllBlockers().size() < 2) {
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Singletons.getModel().getGame().getCombat().undoBlockingAssignment(c);
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if (game.getCombat().getAllBlockers().size() < 2) {
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game.getCombat().undoBlockingAssignment(c);
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}
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}
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}
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Singletons.getModel().getGame().getStack().freezeStack();
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game.getStack().freezeStack();
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Singletons.getModel().getGame().getCombat().setUnblocked();
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game.getCombat().setUnblocked();
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List<Card> list = new ArrayList<Card>();
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list.addAll(Singletons.getModel().getGame().getCombat().getAllBlockers());
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list.addAll(game.getCombat().getAllBlockers());
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list = CardLists.filter(list, new Predicate<Card>() {
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@Override
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@@ -379,20 +332,20 @@ public class PhaseUtil {
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}
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});
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final List<Card> attList = Singletons.getModel().getGame().getCombat().getAttackerList();
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final List<Card> attList = game.getCombat().getAttackerList();
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CombatUtil.checkDeclareBlockers(list);
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for (final Card a : attList) {
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final List<Card> blockList = Singletons.getModel().getGame().getCombat().getBlockers(a);
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final List<Card> blockList = game.getCombat().getBlockers(a);
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for (final Card b : blockList) {
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CombatUtil.checkBlockedAttackers(a, b);
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}
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}
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Singletons.getModel().getGame().getStack().unfreezeStack();
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game.getStack().unfreezeStack();
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Singletons.getModel().getGame().getGameLog().add("Combat", CombatUtil.getCombatBlockForLog(), 1);
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game.getGameLog().add("Combat", CombatUtil.getCombatBlockForLog(), 1);
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}
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// ***** Combat Utility **********
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@@ -408,66 +361,27 @@ public class PhaseUtil {
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public static boolean isBeforeAttackersAreDeclared() {
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final PhaseType phase = Singletons.getModel().getGame().getPhaseHandler().getPhase();
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return phase == PhaseType.UNTAP || phase == PhaseType.UPKEEP || phase == PhaseType.DRAW
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|| phase == PhaseType.MAIN1 || phase == PhaseType.COMBAT_BEGIN;
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|| phase == PhaseType.MAIN1 || phase == PhaseType.COMBAT_BEGIN;
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}
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/**
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* Retrieves and visually activates phase label for appropriate phase and
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* player.
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*
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* @param s
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* @param phase
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*   Phase state
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*/
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public static void visuallyActivatePhase(final PhaseType s) {
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PhaseLabel lbl = null;
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public static void visuallyActivatePhase(final PhaseType phase) {
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final Player p = Singletons.getModel().getGame().getPhaseHandler().getPlayerTurn();
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final CMatchUI t = CMatchUI.SINGLETON_INSTANCE;
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final CMatchUI matchUi = CMatchUI.SINGLETON_INSTANCE;
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// Index of field; computer is 1, human is 0
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int i = p.isComputer() ? 1 : 0;
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switch(s) {
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case UPKEEP:
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lbl = t.getFieldControls().get(i).getView().getLblUpkeep();
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break;
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case DRAW:
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lbl = t.getFieldControls().get(i).getView().getLblDraw();
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break;
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case MAIN1:
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lbl = t.getFieldControls().get(i).getView().getLblMain1();
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break;
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case COMBAT_BEGIN:
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lbl = t.getFieldControls().get(i).getView().getLblBeginCombat();
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break;
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case COMBAT_DECLARE_ATTACKERS:
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lbl = t.getFieldControls().get(i).getView().getLblDeclareAttackers();
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break;
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case COMBAT_DECLARE_BLOCKERS:
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lbl = t.getFieldControls().get(i).getView().getLblDeclareBlockers();
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break;
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case COMBAT_DAMAGE:
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lbl = t.getFieldControls().get(i).getView().getLblCombatDamage();
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break;
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case COMBAT_FIRST_STRIKE_DAMAGE:
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lbl = t.getFieldControls().get(i).getView().getLblFirstStrike();
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break;
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case COMBAT_END:
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lbl = t.getFieldControls().get(i).getView().getLblEndCombat();
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break;
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case MAIN2:
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lbl = t.getFieldControls().get(i).getView().getLblMain2();
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break;
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case END_OF_TURN:
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lbl = t.getFieldControls().get(i).getView().getLblEndTurn();
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break;
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case CLEANUP:
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lbl = t.getFieldControls().get(i).getView().getLblCleanup();
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break;
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default:
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return;
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}
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PhaseLabel lbl = matchUi.getFieldControls().get(i).getView().getLabelFor(phase);
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t.resetAllPhaseButtons();
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lbl.setActive(true);
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matchUi.resetAllPhaseButtons();
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if (lbl != null)
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lbl.setActive(true);
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}
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}
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